using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace BT1_0912367
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D textureBackground;
        float t = 100;
        
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
    

        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            this.IsMouseVisible = true;
           
            
        }

        List<My2DSprite> sprites;
        int nSprites;
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            
            // TODO: use this.Content to load your game content here
            sprites = new List<My2DSprite>();
            Texture2D[] textures;

            textures = new Texture2D[10];
            textureBackground = Content.Load<Texture2D>("hinh_nen");

            for(int i=0; i<10; i++)
               textures[i] = Content.Load<Texture2D>("game"+(i+1).ToString());
            nSprites = 4;
            for (int i = 0; i < nSprites; i++)
            {
                My2DSprite temp;
                Texture2D[] tempTexture2D = new Texture2D[2];
                tempTexture2D[0] = textures[i * 2];
                tempTexture2D[1] = textures[i * 2 + 1];

                
                temp = new My2DSprite(tempTexture2D,new Vector2(Window.ClientBounds.Right+50,1.5f*i* textures[0].Height));
                sprites.Add(temp);
            }

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

       
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        /// 
       
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            for (int i = 0; i < nSprites; i++)
            {
                
                Vector2 pos = sprites[i].Position;
                if (pos.X > 30)
                {
                    pos.X -= 10;
                    sprites[i].Update(gameTime);
                }
            
                //pos.Y = (float)(i * 100.0f + 75.0f * Math.Cos(t / 10));
                sprites[i].Position = pos;
                    

            }
            t--;
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.Draw(textureBackground, new Vector2(0, 0), Color.White);
            for (int i = 0; i < nSprites; i++)
            {
                MouseState mouse = Mouse.GetState();
                if (sprites[i].IsClick(new Vector2(mouse.X, mouse.Y)))
                {
                    sprites[i].Draw(gameTime, spriteBatch, 1.5f);
                }
                else
                    sprites[i].Draw(gameTime, spriteBatch, 1);

                
            }
           
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
